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assassins

cohort gang  expert 

crew sheet murderers


for hire
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
 Deadly: Each PC may add +1 action rating to Hunt, Prowl, or
lair Skirmish (up to a max rating of 3).
rep turf hold weak strong tier  
  
  Crow's Veil: Due to hard-won experience or occult ritual, your

activities are hidden from the notice of the death-seeker crows. cohort gang  expert 
You don't take extra heat when killing is involved on a score. WEAK IMPAIRED BROKEN ARMOR

 Emberdeath: Due to hard-won experience or occult ritual, you


training hagfish farm know the arcane method to destroy a living victim's spirit at the
vice den fixer informants
rooms Body disposal, moment you kill them. Take 3 stress to channel electroplasmic
(Tier roll) - Heat = +2 coin for lower- +1d gather info
+1 scale for your
coin in downtime class targets for scores
+1d to reduce heat energy from the ghost field to disintegrate the spirit and dead
Skulks cohorts after killing body in a shower of sparking embers.
 No Traces: When you keep an operation quiet or make it look like
an accident, you get half the rep value of the target (round up) instead
victim cover of zero. When you end downtime with zero heat, take +1 rep. cohort gang  expert 
trophies turf LAIR turf operation
 Patron: When you advance your Tier, it costs half the coin it
WEAK IMPAIRED BROKEN ARMOR
+1 rep per score -2 heat per score normally would. Who is your patron? Why do they help you?
 Predators: When you use stealth or subterfuge to commit
murder, take +1d to the engagement roll.
protection cover identities
infirmary envoy city records  Vipers: When you acquire or craft poisons, you get +1 result
racket +1d engagement
+1d to healing +2 coin for high- +1d engagement level to your roll. When you employ a poison, you are specially
(Tier roll) - Heat = for deception and
rolls class targets for stealth plans prepared to be immune to its effects.
coin in downtime social plans
    Veteran: Choose a special ability from another crew.
cohort gang  expert 
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR
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    
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  
  
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 At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets stash = Tier+2. 2xp if that item occurred multiple times).
 Execute a successful accident, disappearance, murder, or ransom operation.
 Contend with challenges above your current station.
 Bolster your crew's reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Trev, a gang boss
  Assassin rigging (2 free load of
  lair quality
weapons or gear)   Carriage Documents
  
Lydra, a deal broker
 
Ironhook Contacts (+1 Tier in
    Boat Gear
  
Irimina, a vicious noble
  prison)  Hidden
Implements
  
Karlos, a bounty hunter
  Elite Skulks
   Quarters
  Secure Supplies
  
Exeter, a spirit warden
  Elite Thugs
 
  Vault Tools
  
Sevoy, a merchant lord
  Hardened (+1 trauma box)
   Workshop Weapons
  
hunting grounds: accident—disappearance—murder—ransom training cohorts
 Insight upgrade costs
 Prowess New Cohort: 2
 Resolve Add Type: 2
 Personal
   Mastery

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